// Update is called once per frame void Update() { if (player.getState() == Transitions.ProcessState.enemyTurn) { EnemyTurn(); } }
// Update is called once per frame void Update() { switch (player.getState()) { case Transitions.ProcessState.playerTurn: ScrollThroughOptions(); CheckForSubOption(); break; case Transitions.ProcessState.attackSub: button0 = attack.gameObject.transform.Find("Attack 1").GetComponent <Button>(); button1 = attack.gameObject.transform.Find("Attack 2").GetComponent <Button>(); button2 = attack.gameObject.transform.Find("Attack 3").GetComponent <Button>(); button3 = attack.gameObject.transform.Find("Attack 4").GetComponent <Button>(); ScrollThroughOptions(); //should make this able to scroll up and down with more than 4 items CheckForAction("attack"); break; case Transitions.ProcessState.skillSub: button0 = skills.gameObject.transform.Find("Skill 1").GetComponent <Button>(); button1 = skills.gameObject.transform.Find("Skill 2").GetComponent <Button>(); button2 = skills.gameObject.transform.Find("Skill 3").GetComponent <Button>(); button3 = skills.gameObject.transform.Find("Skill 4").GetComponent <Button>(); ScrollThroughOptions(); CheckForAction("skill"); break; case Transitions.ProcessState.itemSub: button0 = items.gameObject.transform.Find("Item 1").GetComponent <Button>(); button1 = items.gameObject.transform.Find("Item 2").GetComponent <Button>(); button2 = items.gameObject.transform.Find("Item 3").GetComponent <Button>(); button3 = items.gameObject.transform.Find("Item 4").GetComponent <Button>(); ScrollThroughOptions(); CheckForAction("item"); break; default: break; } }
// Update is called once per frame void Update() { switch (player.getState()) { //need a way to differentiate when this state has been called by //player action or enemy action case Transitions.ProcessState.dialogue: TriggerDialogue(); if (turn == 0) { player.switchState(Transitions.Command.waitForEnemy); } else if (turn == 1) { player.switchState(Transitions.Command.waitForPlayer); } break; default: break; } }